Review fixes: logoff inventory, socket stop, connect order, relog leftovers
F2: the logoff inventory is skipped when the host already let go of the items (it may reset the session before reporting the logoff): an empty list would have emptied the backend's inventory and overwritten the saved copy. F3/F4: each socket start owns its run; Stop no longer blocks the game thread and gives the run up to ten seconds to send what was queued (a large logoff inventory) before closing, flushing that run's own send loop; a relog never hears the previous run's frames. F7: on connect, share_subscribe goes out before the first telemetry frame, as the original sent them. F8: a rare announcement still waiting at logoff is dropped rather than sent as the next character. F9: each dungeon map is sent once per login, as the original (reloaded per login) did. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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8 changed files with 223 additions and 82 deletions
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@ -223,6 +223,29 @@ public sealed class InventoryFeatureTests
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Assert.Single(harness.FramesOfTypeRaw("full_inventory"));
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}
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[Fact]
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public void Logoff_after_the_host_let_go_of_the_items_sends_nothing_and_keeps_the_saved_copy()
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{
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// The host may reset the session before it reports the logoff; an
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// empty list then would wipe the backend's inventory.
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using var harness = new PluginHarness("Mossy", arrange: host => Own(host, Tapers()));
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LoginAndSettle(harness);
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harness.Tick(0.1);
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harness.Tick(0.1);
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harness.Plugin.OnLogoff();
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string? saved = harness.Host.Storage.ReadText("inventory.json");
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Assert.NotNull(saved);
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harness.Plugin.OnLogin();
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LoginAndSettle(harness);
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harness.Frames.Clear();
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harness.Host.Automation.Items.Owned.Clear();
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harness.Plugin.OnLogoff();
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Assert.Empty(harness.FramesOfTypeRaw("full_inventory"));
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Assert.Equal(saved, harness.Host.Storage.ReadText("inventory.json"));
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}
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[Fact]
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public void The_taper_count_follows_the_stacks_in_the_packs()
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{
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